Moved fixes into Zones.cpp
Fixes that were previously being done through compiling with zonebuilder are now done when the map dumps. No longer dealing with the heroOnlyLights, only mp_abandon_sh_mk seems to have that problem and that map is done.
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@ -1930,8 +1930,11 @@ namespace Components
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AssetHandler::Relocate(buffer + 0x51, buffer + 0x48, 5);
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AssetHandler::Relocate(buffer + 0x51, buffer + 0x48, 5);
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AssetHandler::Relocate(buffer + 0x58, buffer + 0x50, 0x10);
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AssetHandler::Relocate(buffer + 0x58, buffer + 0x50, 0x10);
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Game::Material* material = reinterpret_cast<Game::Material*>(buffer);
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// fix statebit
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// fix statebit
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reinterpret_cast<Game::Material*>(buffer)->stateBitsEntry[47] = codol_material[0x50];
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material->stateBitsEntry[47] = codol_material[0x50];
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//check to fix distortion
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if (material->info.sortKey == 44) material->info.sortKey = 43;
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}
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}
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else if (Zones::ZoneVersion >= 359)
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else if (Zones::ZoneVersion >= 359)
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{
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{
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@ -1975,6 +1978,9 @@ namespace Components
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// yes it was lol
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// yes it was lol
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memcpy(&material->info.drawSurf.packed, material359.drawSurfBegin, 8);
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memcpy(&material->info.drawSurf.packed, material359.drawSurfBegin, 8);
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//adding this here, situation as with later ff versions
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if (material->info.sortKey == 44) material->info.sortKey = 43;
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memcpy(&material->info.surfaceTypeBits, &material359.drawSurf[0], 6); // copies both surfaceTypeBits and hashIndex
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memcpy(&material->info.surfaceTypeBits, &material359.drawSurf[0], 6); // copies both surfaceTypeBits and hashIndex
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//material->drawSurf[8] = material359.drawSurf[0];
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//material->drawSurf[8] = material359.drawSurf[0];
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//material->drawSurf[9] = material359.drawSurf[1];
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//material->drawSurf[9] = material359.drawSurf[1];
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@ -2025,6 +2031,9 @@ namespace Components
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int sunDiff = 8; // Stuff that is part of the sunflare we would overwrite
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int sunDiff = 8; // Stuff that is part of the sunflare we would overwrite
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std::memmove(buffer + 348 + sunDiff, buffer + 1316 + sunDiff, 280 - sunDiff);
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std::memmove(buffer + 348 + sunDiff, buffer + 1316 + sunDiff, 280 - sunDiff);
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AssetHandler::Relocate(buffer + 1316, buffer + 348, 280);
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AssetHandler::Relocate(buffer + 1316, buffer + 348, 280);
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//all codol zones are like this pretty certain
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reinterpret_cast<Game::GfxWorld*>(buffer)->sortKeyDistortion = 43;
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}
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}
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return result;
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return result;
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